its still a little confusing that one tracks horizontal movement and the other all 3 dimensions
looks more like a border between different terrain generations between versions, try creating a new world and search for this phenomenon again
thx, but how could i find that? i searched but found nothing. weird
so if i want to check if one has 64 of something and get exactly 64 off him, then id have to first check, if he has 64 and then remove one by one, as he might chuck some in that split second between the checking and removing? thats a neussence, why cant the syntax be: /clear <player> [item] [data value] [ClearCount] [NBT tags]
where [ClearCount] is exact, not max or min.
the problem with it now, is that i could check if one has 64 of x and thereby remove at max 64 of x. but one might have only one of x but this will trigger nontheless...
how annoying
well then, i guess i call that delay a 'bug'. ive seen it beeing called intended behaviour, but in this case it is not... i guess one can say if you have commandblocks you are creative and are cheating one in survival would not. so thereby the delay after a commandblock is unnessessary as it wont lag servers or worlds of one player in survival. and commandblocks can do way worse than a comparator with a 0 tick delay anyways, so why not add it to check if it reads a commandblock and then give it a 0 tick delay? that would not change its way of operating in other redstone mechanics, only screw with timings of other commandblock builds built before.
yeah i derpd on 4 yours is the right one, i copied from another one of my tests.
and as it seems i get 21 items every time i have 64 diamonds in my inventory
1: /clear @a minecraft:diamond 0 1
2: /give @a minecraft:stone
3: /setblock ~1 ~-1 ~ minecraft:unpowered_comparator 3
4: /setblock ~2 ~1 ~ minecraft:command_block 0 0 {Command:/clear @a minecraft:diamond 0 1}
on the pic im facing south
if i put a stack of diamonds in my inventory, i get about 21 stone back, i should get a stack though.
if you dont use 3 and 4 youll only get one stone for any amount od diamonds, as the comparator gets stuck on the on state as long as i have diamonds to be cleared of.
i first discovered this with a bunch of parameters on each item and doing other things behind c1, but this gives the same result.
(btw 64/21 is about as long as a redstone tick, so i guess the comparator only works every redstopne tick, whereas the clock on every gametick i might be wrong on this though)
video private
the tool simulates a controller, minecraft does not respond to controlelr inputs, you'd have to tell the ds3 tool to simulate a mouse and keyboard for the controller to play minecraft with it, you need to tell the tool wich controlelr buttons to map to the keyboard buttons you use normally
setblock ~ ~ ~5 52 0 destroy {EntityId:"Item"}
this does create a spawner wich has a block of stone spinning in it, but it wont spawn any stone, i dont know why, but as i looked at the data for that spawner, it has even less data in it...
as for the oicture, it does not have the spawnpotentials and not the spawndata tag. but the problem i described above all this, still occurs in 13w39b
the problem is, that i want to send the cart away, if it is empty, wich i want to detect with a comparator, but though the rail is powered and preventing the hoppers to accept items, that will never work.🙂
i would need to let the minecart sit on a hopper(with an other railtype) and wait for a set period of time, wich i wasnt considering in the first place...
but because i cannot suck items another way than from the bottom of the cart, this wont work. (in that automated version).
yeah i see the problem ... .
for me it moves the particles around themselves when i try to look around, i can make the fire dance